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Various Cleanups (game C-E)
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parent
f80629e307
commit
c5c09cee3c
40 changed files with 1826 additions and 1818 deletions
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@ -50,7 +50,7 @@ Corpse::~Corpse()
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void Corpse::AddToWorld()
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{
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///- Register the corpse for guid lookup
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if(!IsInWorld())
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if (!IsInWorld())
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sObjectAccessor.AddObject(this);
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Object::AddToWorld();
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@ -59,19 +59,19 @@ void Corpse::AddToWorld()
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void Corpse::RemoveFromWorld()
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{
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///- Remove the corpse from the accessor
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if(IsInWorld())
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if (IsInWorld())
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sObjectAccessor.RemoveObject(this);
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Object::RemoveFromWorld();
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}
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bool Corpse::Create( uint32 guidlow )
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bool Corpse::Create(uint32 guidlow)
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{
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Object::_Create(guidlow, 0, HIGHGUID_CORPSE);
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return true;
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}
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bool Corpse::Create( uint32 guidlow, Player *owner)
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bool Corpse::Create(uint32 guidlow, Player* owner)
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{
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MANGOS_ASSERT(owner);
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@ -82,10 +82,10 @@ bool Corpse::Create( uint32 guidlow, Player *owner)
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//in other way we will get a crash in Corpse::SaveToDB()
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SetMap(owner->GetMap());
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if(!IsPositionValid())
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if (!IsPositionValid())
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{
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sLog.outError("Corpse (guidlow %d, owner %s) not created. Suggested coordinates isn't valid (X: %f Y: %f)",
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guidlow, owner->GetName(), owner->GetPositionX(), owner->GetPositionY());
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guidlow, owner->GetName(), owner->GetPositionX(), owner->GetPositionY());
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return false;
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}
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@ -119,7 +119,7 @@ void Corpse::SaveToDB()
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<< uint32(GetType()) << ", "
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<< int(GetInstanceId()) << ", "
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<< uint16(GetPhaseMask()) << ")"; // prevent out of range error
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CharacterDatabase.Execute( ss.str().c_str() );
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CharacterDatabase.Execute(ss.str().c_str());
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CharacterDatabase.CommitTransaction();
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}
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@ -149,7 +149,7 @@ void Corpse::DeleteFromDB()
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stmt.PExecute(GetOwnerGuid().GetCounter());
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}
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bool Corpse::LoadFromDB(uint32 lowguid, Field *fields)
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bool Corpse::LoadFromDB(uint32 lowguid, Field* fields)
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{
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//// 0 1 2 3 4 5 6
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//QueryResult *result = CharacterDatabase.Query("SELECT corpse.guid, player, corpse.position_x, corpse.position_y, corpse.position_z, corpse.orientation, corpse.map,"
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@ -167,7 +167,7 @@ bool Corpse::LoadFromDB(uint32 lowguid, Field *fields)
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m_time = time_t(fields[7].GetUInt64());
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m_type = CorpseType(fields[8].GetUInt32());
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if(m_type >= MAX_CORPSE_TYPE)
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if (m_type >= MAX_CORPSE_TYPE)
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{
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sLog.outError("%s Owner %s have wrong corpse type (%i), not load.", GetGuidStr().c_str(), GetOwnerGuid().GetString().c_str(), m_type);
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return false;
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@ -192,8 +192,8 @@ bool Corpse::LoadFromDB(uint32 lowguid, Field *fields)
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SetObjectScale(DEFAULT_OBJECT_SCALE);
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PlayerInfo const *info = sObjectMgr.GetPlayerInfo(race, _class);
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if(!info)
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PlayerInfo const* info = sObjectMgr.GetPlayerInfo(race, _class);
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if (!info)
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{
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sLog.outError("Player %u has incorrect race/class pair.", GetGUIDLow());
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return false;
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@ -206,8 +206,8 @@ bool Corpse::LoadFromDB(uint32 lowguid, Field *fields)
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{
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uint32 visualbase = slot * 2;
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uint32 item_id = GetUInt32ValueFromArray(data, visualbase);
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const ItemPrototype * proto = ObjectMgr::GetItemPrototype(item_id);
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if(!proto)
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const ItemPrototype* proto = ObjectMgr::GetItemPrototype(item_id);
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if (!proto)
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{
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SetUInt32Value(CORPSE_FIELD_ITEM + slot, 0);
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continue;
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@ -221,17 +221,17 @@ bool Corpse::LoadFromDB(uint32 lowguid, Field *fields)
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uint8 hairstyle = (uint8)(playerBytes >> 16);
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uint8 haircolor = (uint8)(playerBytes >> 24);
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uint8 facialhair = (uint8)(playerBytes2);
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SetUInt32Value( CORPSE_FIELD_BYTES_1, ((0x00) | (race << 8) | (gender << 16) | (skin << 24)) );
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SetUInt32Value( CORPSE_FIELD_BYTES_2, ((face) | (hairstyle << 8) | (haircolor << 16) | (facialhair << 24)) );
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SetUInt32Value(CORPSE_FIELD_BYTES_1, ((0x00) | (race << 8) | (gender << 16) | (skin << 24)));
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SetUInt32Value(CORPSE_FIELD_BYTES_2, ((face) | (hairstyle << 8) | (haircolor << 16) | (facialhair << 24)));
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SetUInt32Value(CORPSE_FIELD_GUILD, guildId);
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uint32 flags = CORPSE_FLAG_UNK2;
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if(playerFlags & PLAYER_FLAGS_HIDE_HELM)
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if (playerFlags & PLAYER_FLAGS_HIDE_HELM)
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flags |= CORPSE_FLAG_HIDE_HELM;
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if(playerFlags & PLAYER_FLAGS_HIDE_CLOAK)
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if (playerFlags & PLAYER_FLAGS_HIDE_CLOAK)
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flags |= CORPSE_FLAG_HIDE_CLOAK;
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SetUInt32Value( CORPSE_FIELD_FLAGS, flags );
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SetUInt32Value(CORPSE_FIELD_FLAGS, flags);
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// no need to mark corpse as lootable, because corpses are not saved in battle grounds
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@ -241,10 +241,10 @@ bool Corpse::LoadFromDB(uint32 lowguid, Field *fields)
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SetPhaseMask(phaseMask, false);
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Relocate(positionX, positionY, positionZ, orientation);
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if(!IsPositionValid())
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if (!IsPositionValid())
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{
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sLog.outError("%s Owner %s not created. Suggested coordinates isn't valid (X: %f Y: %f)",
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GetGuidStr().c_str(), GetOwnerGuid().GetString().c_str(), GetPositionX(), GetPositionY());
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GetGuidStr().c_str(), GetOwnerGuid().GetString().c_str(), GetPositionX(), GetPositionY());
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return false;
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}
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@ -258,7 +258,7 @@ bool Corpse::isVisibleForInState(Player const* u, WorldObject const* viewPoint,
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return IsInWorld() && u->IsInWorld() && IsWithinDistInMap(viewPoint, GetMap()->GetVisibilityDistance() + (inVisibleList ? World::GetVisibleObjectGreyDistance() : 0.0f), false);
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}
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bool Corpse::IsHostileTo( Unit const* unit ) const
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bool Corpse::IsHostileTo(Unit const* unit) const
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{
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if (Player* owner = sObjectMgr.GetPlayer(GetOwnerGuid()))
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return owner->IsHostileTo(unit);
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@ -266,7 +266,7 @@ bool Corpse::IsHostileTo( Unit const* unit ) const
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return false;
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}
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bool Corpse::IsFriendlyTo( Unit const* unit ) const
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bool Corpse::IsFriendlyTo(Unit const* unit) const
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{
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if (Player* owner = sObjectMgr.GetPlayer(GetOwnerGuid()))
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return owner->IsFriendlyTo(unit);
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@ -276,7 +276,7 @@ bool Corpse::IsFriendlyTo( Unit const* unit ) const
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bool Corpse::IsExpired(time_t t) const
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{
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if(m_type == CORPSE_BONES)
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if (m_type == CORPSE_BONES)
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return m_time < t - 60*MINUTE;
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else
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return m_time < t - 3*DAY;
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